I'd find it weird if anti-magic removes the lesser "resistance" and the higher "absorb" but leaves the middle ground "immunity" alone.
Yeah. That's why I proposed that AntiMagic removes everything, except Moon (and possibly Leaf). In most games, fire, water, earth, air, light, and dark are elements. But Moon and Tree are not. I know that this is Mana game, and therefore Moon and Tree are both elements, but I felt that leaving those unaffected by AntiMagic is still better than "only remove the high tier defense that is absorb and reflect". And it'll actually make AntiMagic a bit more useful (which is the goal here). Only little bit, but better.
I made it so in my other hack that the hammer fails when you have a different status but left body change alone.
That will work! Well, if you're willing to apply that here.
Got any other ideas?
Not yet. I'll let you know if I think of something.
Honestly, I didn't even know I wanted that rubberband EXP gain until you created it. As TFS Vegeta once said, "Never in my life have I needed something so much and never known until I received it."
I think that Hawk is actually far ahead with his critical rate; both get about +100 damage per crit but Hawk attacks twice as often.
I don't know about "far", but I suppose you're right if you consider crits. Still, the gap decreased significantly, in a very very positive light. And double hitters can miss due to the pushback of the first hit -- I think there's some sort of ACC effect, depending on how far the target is from the melee attack. I'm not entirely sure about this though.